NMCKE
NMCKE
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- NMCKE
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Okay....
That's why I think if you haven't entered a chase but meet requirements on Lightbringer and Benevolence, you should get rewarded for doing those actions while not getting caught.
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When using a flash light; put the battery before a low amp filament so it affects the battery more effectively. Addons on items read from right to left
When entering the dying state, during the falling animation, you can still recover during that time. You do not have to wait until the animation finishes to start recovering.
When playing the Nurse, you can charge your next blink while in the blinking animation. You do not have to wait until the animation finishes to charge your next blink.
When playing the Pig, you can see how much time the survivor has before dying to the Reverse Bear Trap by the light color and pace of its sound.
Not sure about this one, but you'll bleed out more slowly if you remain still while in the dying state.
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Is there a reason behind it? random? is there a story to why you chose this particular forum name? i chose mine as it's the name on my ps4.
My real name is Nicholas McKenzie. Now, take the "Nic" from my first name and then combine "Kenzie" to get... *Drum Rolls*
Nickenzie!
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@Blueberry said:
So the main goal with these changes are rewarding loopers more as long as they also contribute to gens and saving some as well? Is that the gist of it?
Basically, if you loop the killer for a decent amount of time, you're basically guaranteeing yourself an iridescent which means being tunneled to death won't hurt you as much. If you're avoiding the killer while also doing objectives, you'll get an iridescent for being stealthy.
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/390423#Comment_390423
SWF it's own queue=SWF is dead, I'd rather they buff killers in general, gave survivors some quality of life buffs and buffed killer acceleration on loops, gave directions to gens on the game and lerys, made the way to big maps smaller, nerfed nurse, nerfed ridiculous loops like Strode House or Penn Asylum mainbuilding, gave survivors more pallets again to accomodate for the loopnerf, nerfed selfcare but buffed healing by other survivors again, buffed autodidact to give more skillchecks to counter hard anti heal builds, nerfed frank's mixtape to ultra-rare, reworked toolboxes, no more instaheals and there, fixed big parts of the game for ya.
Oh yeah and close the hatch once 1 survivor leaves through the gate+reveal survivors who don't do anything in endgame after X minutes after the gates are open.
If we had cross platform capability then the queues for SWF wouldn't be dead since we have everyone on one batch to play. Now, about killers, they are really strong as it is which means we don't need a buff them to Nurse level, just Spirit level. I feel like if killers have more time such as reworking the survivors objective system then they would be perfectly fine in my opinion. Sometimes it's not the killers fault that they are weak, it's usually other variables that make them weak such as perks, generators, and metas, ya know?
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@MhhBurgers said:
https://forum.deadbydaylight.com/en/discussion/comment/390411#Comment_390411
If dodging gets punished say goodbye to your game unless the devs finally decide the direction they want to go with, i.e either balancing for SWF or nerfing SWF accordingly.
@MhhBurgers SWF needs its own queue whenever cross play capability hits Dead by Daylight. However, I'm talking about dodging because you're scared of two med-kits, flashlights, toolboxes and etc... If it was the other way around with survivors seeing what killer and add-ons you're using (Item basically), it wouldn't be fun to wait hours for to play a game. DCing and dodging have one thing in common, it wastes everyone's time.
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Honestly, DCing and dodging need a queue penalty since it both of them prevents either side from having an actual game. I can argue why dodging needs a queue punishment as well, just @ me and I'll be happy to discuss why.
If you DC whenever there are 4 survivors in the game, you'll be punished as follows.
1st DC: Warning (No punishment)
2nd DC: 5 minute queue punishment.
3rd DC: 15 minute queue punishment.
Any DCs after the 3rd one will be a consistent 15 minute queue punishment.
If you dodge a lobby when there's good ping (Green or Yellow), you'll be punished as follows.
1st Dodge: Warning (No punishment)
2nd Dodge: 30 second queue punishment.
3rd Dodge: 1 minute queue punishment.
Any dodges after the 3rd one will be a consistent 1 minute queue punishment.
Escalations will reset every day.
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@NoShinyPony said:
@Nickenzie Silver Benevolence? But what when the killer camps and the surv can't perform an unhook? Or another surv is simply faster at the hook?
Or Iridescent Lightbringer? That will only happen if the other teammates are hiding in a corner so the surv can do their work as well. If survs split the work, nobody will get Iridescent Lightbringer.
Edit: How about this, enough points in both Lightbringer and Benevolence combined that gives the emblem system enough evidence to say you didn't hide in a corner for the entire trial.
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@NoShinyPony said:
My basic problem with your suggestion is the same: It rewards people who sit in the corner of the map and don't do anything. Bronze is basically nothing: It's half a gen and you already start with bronze in Benevolence.
How Evader currently works is basically fine. It rewards you points when you keep the killer busy in a chase (which takes skill) and it awards you points when you are close to the killer but remain undetected (which takes skill). It doesn't make sense to reward survivors with points when they are 60 meters away from the killer.
Your argument is that it is the job of the survivors to stay away from the killer, so there should be a reward. But that's not correct: The job of the survivors is to survive. How they achieve this goal is up to them. So if you take approach from this direction, as consequence you would have to say, the only thing relevant for pipping is survival.
Then we just increase the minimum bronze requirement on Lightbringer and Benevolence to sliver or at least one of them being iridescent. They can't sit at a corner since they won't earn an Evader emblem quality, it's pointless to do so.
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Iโll go first. When I play killer and a survivor disconnects on me when hit or carried, I add their username to a list I keep.
Same thing as your list idea but instead I have a list of the survivors who send me salty messages. Whenever they join my lobby, I'll switch to Nurse and use a ebony mori. I won't mori them until they are down and on their 3rd hook, it's so satisfying but at the same time super petty. Consequently why I stopped doing it a long time ago.
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https://us.v-cdn.net/6030815/uploads/616/7LCARIYLODP6.jpg
3... 2... 1...
This discussion is now closed.
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The developers are slightly mismanaging their time but I wouldn't say the developers aren't trying to give us a great game. They are trying but it takes a while since whenever you're working on new chapters and projects, you tend to lose focus on other things. However, I'd like if they replaced one of their chapters in the next roadmap with a bug related patch that helped make the game feel more polished. They can even redo some of the things that they aren't satisfied with such as HUD stuff.
R.I.P
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/387830#Comment_387830
Agreed. They are wanting to get more strict come dedicated servers but that just feels so far away with how absolutely insane the DC rates are right now. The devs need to put their foot down and punish much harder.
I play a ton of Nurse so DCs are pretty common for me. I don't tunnel nor camp, the only thing I do is down the farmed survivor so the farmer loses benevolence and then go after the farmer while the farmed survivor gets picked up.
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DCing because you made a mistake is just childish, seriously to the ones who do this, grow up. Like I cannot wait for dedicated servers for this reason because there is a possibility that BHVR will punish DCers after dedicated servers.
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This game is called Dead by Daylight... Survivors should expect to be dead.
Actually, it shouldn't because what would be the point of playing survivor just to lose every game? It's like giving meat to hyenas, they will gobble that meat practically instantly and that's not fun to watch, ya know?
However, the game should be balanced around a 2.5k games IMO. This means killers get an average of 2.5 sacrifices/kills every game.
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@Salty_Pearl said:
They definitely need to reward stealth more.
I really do feel like we should, I'm very confident with my suggestion in my OP and as well as my solutions to the problems that came with it.
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Kindred + Open Handed + Small Game + ??? Kindred and Open Handed are obvious.
Your 4th perk should be Decisive Strike for those moments that survivors decide to farm you from the camper.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/386885#Comment_386885
Because it's highly unreliable due to requiring skill checks, also it's detrimental until the third skill check. Usually trying to get to the third skill check ends up in a killer tracking you or the injured survivor down and killing someone.
If the perk increased the chance of getting Healing Skill Checks, then it would be a worthwhile perk
Amen
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@Ihatelife said:
I prefer the current state of Evader. But stealth definitely needs some reward though.
I mean, the current system isn't bad, you're not wrong. However, it just feels awful to avoid the killer for the entire game just to receive a sliver emblem quality, ya know?
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@NoShinyPony said:
@Nickenzie You still suggest to give Iridescent to players who don't have any contact with the killer the whole game. It would totally mess with the ranks.
With the old pipping system, we had survs on rank 1 who didn't contribute a lot to the match, got downed 10 seconds after they have been found and survived with 9k points. Clearly not the kind of players who belong on rank 1.
Everybody is allowed to play how they want. If survs want to hide, they can do that. Players who are new to the game will start by playing stealthy anyway. But the emblems have to represent the survivors' performance.
"You still suggest to give Iridescent to players who don't have any contact with the killer the whole game."
Isn't that the point of Evader tho? To avoid the killer while getting things done or/and winning chases against them?
Another thing, if you read OP, you'll see that survivors will need at least a bronze emblem quality in the other categories to receive an Evader emblem quality. Therefore, it makes survivors perform stealthy actions.
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@NoShinyPony said:
Yes, let's punish those survs who keep the killer busy the entire match and let's reward those who do the easy job! /s
In all seriousness, this would only lead to good survs playing in the lowranks and mediocre players being stuck in the midranks because good loopers can't carry them to the highranks anymore.
Read the comment above about a solution.
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@thesuicidefox said:
The problem is you have no way to get the points back if you lost them. If you lose 2 chases but win the next 18 (exaggerated I know but making a point) you get silver. All because you lost 10% of the chases you were in.
A more reasonable option would be to just increase the point earnings for being close to the killer and not in a chase. Double them up to 32m (where most killers TR terminates) and that would make stealth at least somewhat viable. But you shouldn't be getting more than like silver unless you are literally following the killer around all game and hiding near them. As you point out stealth is as easy as swapping lockers all game, that shouldn't be rewarded too heavily.
Good point, thank you for catching that! Basically my solution is whenever you're in a chase longer than 30 seconds and you win that chase, you'll receive your refund plus extra points! The extra points will depend on how much longer the chase is after 30 seconds up to a maximum of 120 seconds. Of course the extra points are capped but that won't make much of a difference!
Surviving a chase 45 seconds after the 30 second mark will reward: Your lost points plus half an emblem quality worth of points.
Surviving a chase 90 seconds after the 30 second mark will reward: Your lost points plus a emblem quality worth of points.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/384743#Comment_384743
NOED punishes survivors for not doing totems. Adrenaline rewards you for afking on a gen while someone else runs the killer. See, I can do it too. Also regarding buffs/changes. Any time a killer perk gets buffed, multiple survivor sided perks/items get adjusted accordingly. Hell Thana just got nerfed cuz of Legion.
Adrenaline is fine in my opinion because it's a reward for surviving, think of it as Devour Hope; you're rewarded for getting hooks. NOED is rewarding you for failing, think if it as the old Decisive Strike; you're rewarded for losing a chase. While I'm all for perks reducing the consequences of failing, it shouldn't out right ease the consequences of failing. NOED should be like Technician, if you screw up then at least you have that chance the perk will prevent the explosion.
HERE'S MY REWORK OF THE PERK:
Survivor's progress infuriates you to a point where it causes you to release your true potential. Whenever a generator is completed, receive a token that helps you thrive in chases. If you have a token, gain a 5% haste effect and cool-downs for successful attacks are reduced by 10%/15%/20%. Performing a successful offensive action will consume a token.
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@NeaJovovich said:
I don't think the game should be aborted.
Because you would have trolls who purposely DC every round just to be toxic.
I think each survivor should get a 19% speed increase to repairing, sabo'ing, healing, cleansing, waking up, etc.
Then BHVR needs to punish DCers harder before implementing OP's idea because really, being down a survivor drastically reduces your team's chances of survival. The killer, regardless of how sweaty the SWF, is going to have an easy time because that 4th survivor really makes the difference.
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@PhantomMask20763 said:
https://forum.deadbydaylight.com/en/discussion/comment/384612#Comment_384612
Honestly as long as the bots don't act like idiots, I'm fine with whatever they've got.
Program the bots on how to loop.
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Okay, let's say you received the exhaustion status effect for 40 seconds. If you're affected by Vigil 4 times, assuming you're not running, you'll recover from it in 22.2 seconds instead of 40 seconds.
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When I start to launch the game, it keeps on putting on a crash report. The screen is completely black and only music is playing. Will this get fix soon?
Give it time, sometimes patience can solve the problem but if that doesn't work, send a tick to customer support.
support.deadbydaylight.com
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@KingB said:
@Nickenzie play hag and place a trap. If you look super close you can actually see a ring that indicates the effective range.
Ohhhh, gotcha! I know what you're talking about, just needed some time to think! :)
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You know how hag traps have a ring around them that tells you the effective range? Implement that but with head-on.
What ring are talking about? Like the ground vibration animation ring thingy around the trap is now indicating the AoE of Head On? Sure if so, the perk is so conditional anyways.
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@Poweas said:
Pls put me in the list ๐
Sorry, I didn't have enough time 5 hours ago but I do now, and I added you on the list! ๐
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Does anyone want to challenge @PhantomMask20763 for that number 1 spot? ๐
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/53317/head-on-perk
May be a stupid question, but do you make sure you are in the locker for 3 seconds? Also if the killer times it right, they can grab you when you jump out.
I play a lot of killer and it's very easy to counter, just pretend that you're going to open the locker. Works everytime, it's amazing when they go down wondering why their perk didn't work. ๐
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Too many braindead squatters wasting all the free reign to do gens given to them. And yes, I WILL struggle on the hook.
There are ways that you can win the hatch standoff as the killer. However, before you can win the hatch standoff, you need to make sure that the survivor is either injured or exposed. Once this condition is met, stand behind of the survivor and down them.
When you down a survivor with a attack behind them, they are stuck in a long falling and recovery animation in which they cannot do anything until it ends. You, as the killer, have just enough time to pick up the survivor if you are fast enough.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/379357#Comment_379357
I wouldn't agree. I was even suggesting it shouldn't proc at all if you hook someone else during the timer.
If you want it to work all game long like BT, which is already powerful enough, make the timer match the 15 secs of that perk.
Sounds fair! ๐
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@Blueberry said:
The fact that even that many people upvoted this is terrifying.
This isn't a bad idea if we change other things about DS such as decreasing the timer to 30 seconds and increasing the stun time to 3/3.5/4 seconds. Besides, BT does the same thing so what gives?
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The pre 2.6.0 Spies was great! I could know where people were and what path they were taking, the only thing is the audio notification was a little obnoxious.
I feel like Spies should show auras instead of a location indicator and buff crows where they will always fly off, regardless if you're crouching or walking.
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@[Deleted User] said:
I haven't played survivor since I just downloaded the patch but the survivors who join my lobby are always 200+ ping. Some go over 300 yet they still hit ready which makes me assume that they really want to play but can't find any decent pings.
Edit: Didn't know you were recording pings, thought it was a discussion.
It's all cool, I'm just curious on who got the closest to 0 PING! What was your lowest PING as a survivor? ๐
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@fcc2014 said:
I've gotten 60's and 70's. I have also gotten 1100 right as the match started fml.
Can you give me a percise PING number? ๐
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What's your thoughts on corrupt intervention so far? It is nice to have less gens to check in the beginning! But I'm not sure how helpful it actually is.
It's alright but I really dislike how the developers are still using perks to balance the game. I mean don't get me wrong, it's nice to have a perk that helps against determined survivors but we need a objective rework to solve the bigger problem.
Also, don't combo Ruin with Corrupted Intervention. Survivors will likely hide for the first 2 minutes while doing something that's not a generator, so they are more likely to find your Ruin (even though they don't know you have one).
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/378048#Comment_378048
By the time the survivors aura is able to be revealed they will be in death hook, which means it's late game anyway.
They heal to 99%. Killer can't see their aura. They do gens or play stealthy. If the killer finds them, they tap heal. Now they can take 2 hits and the aura reading doesnt matter since the killer has found them anyway and they're on their third hook.
Hmm, alright, I can't argue this anymore since you made some good points. I guess the perk is a little to strong, but the only nerf it needs is having your aura exposed after you sponged the hit, not when you heal to the healthy state. The aura will stay permanently which means you'll be seen by the killer at all times until you're dead.
Sounds more fair?
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/376906#Comment_376906
@Nickenzie Seeing the survivor's aura doesn't mean that you are able to use Rancor. The killer can only focus on one thing. If the killer is already busy, then he's busy.
Besides, if the surv doesn't heal, the aura effect will not activate. In lots of games survivors aren't even healing, because it's more efficient to just stay injured and rush gens.
If the killer is taking a hook over a mori then you aren't making a good choice as the killer. About the no heal part, the survivor is basically broken for the remainder of the trial. Therefore, if no survivor heals then you only need one hit so, in other words, chases are 100% faster than normal. Not bad in my opinion.
@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/376906#Comment_376906
But suicidefox has already done the testing...
- You get 2 hits, you hook.
- Survivor unhooks, heals
- You get a hit, perk is active. You take another hit to 'get rid of' the free health state just like you would eat a DS. Now you keep chasing, down them, hook them.
- They unhook, heal, now their aura is active.
- Now you can find them with Rancor. But guess what? They're on their third hook anyway. So you're gaining nothing really but a free instadown with Rancor. Could just take NOED and have a free instadown on the entire team.
Oh and even better, if they know you have Rancor then they sure as hell won't be healing on that third hook to give you their aura. They're gonna be down in 1 hit anyway once the last gen is done so why would they?
There's no point to taking Rancor other than to use the mori. They're gonna be on their third hook anyway by the time this perk is active. So much like DS it's a free escape that you have to eat.
If they don't heal, they're basically exposed for the entire trial since healing reveals your aura. Once you take care of their "free health state", they are injured and easy to down. Trust me, survivors are weak when you strip them from their defenses. Isn't that enough of a setback?
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https://youtu.be/l5l3er_WXSQ Idk if that was ever discussed here before, it's a bit old that video.
I wouldn't mind this as long as healing penalties have a certain threshold that they can't go above. In other words, it takes forever to heal as it is and having a maximum penalty of let's say 50% would prevent generator heals! Allow me to demonstrate, if you use Sloppy Butcher (20%), hook penalty (10%), and Coulrophobia (50%), survivors won't suffer a 80% healing debuff, only 50% since that's the maximum healing penalty cap.
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Okay I'm back and I'll actually participate more in this discussion. Recently, I just don't let things get to me such as a bad killer using NOED on me and dying for it. In fact, I give the last survivor the hatch whenever I play Nurse since I love encouraging survivors who survived the longest to keep going on the next game. Sometimes I even let the killer sacrifice me if they did terrible, but with this said, I can't speak for everyone. Perhaps you got really lucky since Dead by Daylight is known for its toxic community.
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When does dedicated servers get released is there a date?
Dedicated servers are supposed to come out in Summer, that's their target season according to @not_Queen. However, things can change due to technical problems and setbacks so just be patient, they are coming sooner or later. Besides, I literally cannot wait to connect to an actual sever than to get stuck with McDonald's WIFI killers.
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I keep getting blindness when hiding in lockers and I just watched a video where someone got blindness hiding in a locker but they didnt show the end screen killer's perks.
Yes, all lockers cause blindness since it's only fair that the killer can't read your aura at the cost of you being unable to read any auras.
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/376724#Comment_376724
Work for it? lmfao how? by taking 3 hits? generally, you're gonna be taking 6 hits over the course of a game anyway if you die.
Deliverance doesn't extend chases hence why it gets a free pass. Plus there are many times it doesn't activate. The only way MoM won't activate is if the killer doesn't hit you 3 times which probably means you didn't get caught, escaped and won anyway.
That's why you can't use it instantly, you're going to get at least a single hook on every survivor since it takes two hits to down them. After the survivor uses the perk and heal to the healthy state, your killer has Freddy's aura reading ability. If it's your Obsession, use Rancor and DON'T down them since when the last generator is powered, you can use MoM to find the Obsession. It's a free mori if you think about it.
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Yep. Totally sounds like BHVR.
I don't mind tall grass since stealth isn't meta but I feel like grass/corn should be transparent when it's 4 meters around you.
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For the past several trials, survivors have been acting nice.
Hold on, you're about to get your first salty comment!
EZ escape baby killer duuuuuuud!
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/375584#Comment_375584
Honestly, I'm sorry but I have multiple chases where I've missed a hit on survivor, and you get that mini cool down thing, it's literally just that, once in the entire match, and then once they heal, you can see their aura until you down them, then the perk deactivates completely.
It's literally a trash perk lmao.
Pros
You can take one additional hit.
Cons
Once Per Trial
Killer Sees Your Aura Until You're Down (If you heal)
Additionally, you could die before you use it, you've probably already been hooked once before you even use it.
more crying for the sake of crying.
I have to agree with @SenzuDuck, it has a condition and a penalty after use, you don't get a free health state for doing nothing, you have to work for it. If this perk is such a big deal then where was y'all at when Deliverance came to Dead by Daylight. How about Decisive Strike, I'm surprised that @not_Queen's Decisive Strike thread got a lot of vote ups and awesomes for being the same thing as MoM. This is just ridiculous, you're all taught to not judge a book by its cover but still do, huh?
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/375713#Comment_375713
But @Nickenzie you forget about how important it is for a killer to keep the pressure and momentum as high as possible to stand a chance against optimal gen rushers. That's the reason why we all knew that reworking DS to a "let them be broken all game after using it" still makes this perk broken af -> you lose momentum (besides it doesn't matter in the endgame anyway).
Trust me my friend, even if you see it balanced because of the downsides: its DS all over again.
However, the old Decisive Strike had no consequences or conditions, it was a free get out of jail card upon equipping the perk. Mettle of Man, it has a condition which requires you to take an X amount of hits and after use, your aura is permanently exposed to the killer until downed. There's a huge difference between the two perks, it's not as harsh and it likely won't be. I'll stand by this statement until the release of the PTB chapter proves me wrong, we don't know everything as well.